planning

It’s a grind. It’s a slog. An encounter-by-encounter, gear-grinding endeavor that makes even the most experienced player and GM tremble.

My second session of D&D as a GM was a dungeon freaking grind. Why? Well, I had a really big playmat, lots of new miniatures, and I wanted to use it all! But I learned very quickly that fight after fight after trap after fight can not only kill character, but also bore players. Is it possible to have a complex dungeon without boring the spit out of our players? I think you can. And I’m learning how to do it from Gary Gygax himself: